When using instances we can specify the position of each one.
Is there a best practice way to put instances in specific locations.
In blender I would use a vertex group to do this.
In r3f I can think of maybe using a black and white mask or maybe defining some region to exclude my instances.
How do you guys deal with this problem?
here is a quick example of 10000 monkey heads using R3F
In a useEffect
, use setMatrixAt
Thank you for your reply @seanwasere, either you didn’t understand my question or I didn’t explain it well enough.
I know how to do instancing and use setMatrixAt
.
The problem I need help with, is determining how to show instances in some locations but not others, using a mask for example.
Say I have a landscape, and I only want trees on two hills that run down the side of a valley but not on the valley in-between those hills.
What’s the best way to do this really to get the coordinates needed for each instance?
You could likely use a surface sampler on the land geometry with painted vertecise to weight the distribution of trees (white = 1, black = 0)
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Hey @Lawrence3DPK
Thanks for the idea, so it inspired me to look into this a little more, and I ended up grabbing the image data from the texture, then using the npm package poisson-disk-sampling, to do some variation and avoid overlapping. Here’s my prototype for anyone else who wants to do similar or has a better idea.
import { useMemo } from 'react';
import PoissonDiskSampling from 'poisson-disk-sampling';
const getImageData = (texture) => {
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
const { width, height } = texture.image;
// Set canvas size to match texture size
canvas.width = width;
canvas.height = height;
// Draw the image onto the canvas
ctx.drawImage(texture.image, 0, 0, width, height);
// Extract pixel data
return ctx.getImageData(0, 0, width, height).data;
}
export const Boxes = ({ maskTexture }) => {
const positions = useMemo(() => {
const data = getImageData(maskTexture);
const width = maskTexture.image.width;
const height = maskTexture.image.height;
const sampler = new PoissonDiskSampling({
shape: [width, height], // Define the area size
minDistance: 60, // Minimum distance between points
tries: 30 // Attempts per point
});
const points = sampler.fill();
const positions = [];
points.forEach(([x, z]) => {
const texX = Math.floor(x);
const texY = Math.floor(z);
const index = (texY * width + texX) * 4 + 3; // Access alpha channel
const maskValue = data[index];
if (maskValue === 255) {
positions.push([(x / width) * 10 - 5, 0, (z / height) * 10 - 5]); // Scale to scene
}
});
return positions;
}, [maskTexture]);
return (
<>
{positions.map((pos, idx) => (
<mesh key={idx} position={pos}>
<boxGeometry args={[0.3, 0.3, 0.3]} />
<meshStandardMaterial color="orange" />
</mesh>
))}
</>
);
}
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